Mega Man 11 Exists, and Why My Jaw Is On The Floor!

Where the actual hell did all that come from, Capcom?

 

Wow. So I’m in a moment of absolute shock. Given Capcom’s recent actions, I expected absolutely nothing from the Mega Man 30th Anniversary stream. Not one thing. After Legacy Collection 2 skipping Nintendo Switch, all the cancelled games, their other shenanigans with other franchises and attitudes towards platforms, I just figured it was merch.

 

My foot is firmly lodged in my mouth.

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So let’s start with this: The Mega Man X Collection, featuring X1-8, with the first ever re-releases of X7 and X8, and in the EU, the first ever re-releases of X4-6. I am overjoyed at finally being able to sink my teeth into the PS1 titles, since otherwise I’d need to seek original copies. This is a huge deal both for EU gamers, and gamers world-wide, and of course, it’s coming to all platforms.

Then we have Mega Man Legacy Collection 1 AND 2 coming to Nintendo Switch. After the sales success on 3DS one has to wonder why this didn’t happen sooner, but they have amiibo support, and the developers expressed regret at not being able to do this sooner.

 

But then, man, Mega Man 11. Who saw this 2.5D styled, really cool looking HD title coming, to be released late 2018? The entire project from the developer interviews reeks of passion, and they admitted they wanted to evolve and resurrect Mega Man, and Capcom has finally allowed them to. This entire endeavour looks like something passionate developers and veterans of both 2D gaming and Mega Man as a series have wanted to make for years.

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Can I have this as a wallpaper please?

 

Capcom, I am very harsh on you. I still think a lot of your decisions on a corporate level have been restricting to developers regarding budgets and time limits, and shoving certain platforms (*cough* Switch) to one side even though it would benefit you is exceptionally stupid, but one thing is clear.

You have finally let the chains off of Mega Man, the developers can make the game they want to make, that we want to see, and I can’t thank you enough for giving them that freedom.

Now roll on 2018 baby!

Behind The Game Update: 2/12/2017

Alright guys, forgive me for being quiet this past week, it’s been rough.

 

But now we have some future plans!

 

So, the next full “Behind The Game Article” will be Metroid Prime. I want to take apart the pre-release of that game especially, as it was a very interesting time both from the gamer and developer standpoints.

 

Secondly, our next main review will be Metroid Prime. I just really want to 100% the game for the first time and I’ve been in the mood to sink my teeth into it. I may review a few smaller games before then, but the next big review is indeed Metroid Prime.

 

As for upcoming articles, regarding what Take Two just said about doing all digital confirms my suspicions regarding what I said about them in a previous article, and EA just keeps digging, so be sure I’ll update or write new articles in due course.

 

Outside of any other articles I really want to write, I suppose the next one would be dissecting Steam. I have some bones to pick their. After that, we will see.

 

So thanks for your patience guys, I will keep you guys posted over on Twitter (Link above) and as always, Happy Gaming!

Games and Accessibility: Don’t Leave Us Out

My past year in gaming has highlighted things that really should be addressed in games more often.

 

So fun fact: I have severe deuteranopia. This means some shades of red/green/brown (Anything in that range) can look identical. This means the colour spectrum I see is far more limited.

 

So on a 4K TV you have many more pixels, many more instances of colour, but with how little colour range I have, it can mean that a lot of those pixels look the same. The same is true for 1080p, or even 240p. But the more pixels there are, the more there is for my eyes to confuse.

In the image below, its actual the SDR image where I get better detail:

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Add in HDR and well, we have a mess. The increased colour range of the display is nice, assuming you can distinguish them all. If you can’t, that’s just more shades of red and green to mix in with the others you can’t distinguish. And no, this isn’t me against the notion of 4K.

 

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I didn’t know I was colour vision deficient for 19 years of my life, but in 2016 I got my hands on DOOM. Great game, by the way. This was relatively smooth sailing, until the 4th stage, which was in Hell. A lot of red and brown. Red mists, rocks, particles, red enemies, brown objects, you guessed it, it was like looking at a blob on the screen.

Thankfully, there is a mode for each form of colour deficiency, so I got a lovely, what the press termed it before release, “Piss filter” instead. But everything is far more visible, and I am no longer walking off of ledges because I can’t see the end for the other objects in the distance. I am no longer missing my shots, or my jumps.

But if the game, like so many sadly, didn’t have this feature? I couldn’t beat it. I have tried, even with my memory of the game, I can’t do it. Some games I find impossible to play. If Overwatch didn’t have colour blind options, I couldn’t tell who was on what team unless they hit me.

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But this higher resolution, wider colour range thing is what Microsoft, Sony and PC are pushing towards. Bigger screens, more colour…and not having the colour blind modes so people like me can play the game without either straining, or just having to give up. A lot of games simply don’t feature them, and there are games I want to try, but can’t.

Plus in marketing, taking DOOM again, I wanted to see how the Nintendo Switch version looked compared to my PS4 version. The catch was, no colour blind footage. So I had no way to tell how low the game looked to my eyes.

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And of course, this is not just to mention my article on the sheer importance of controls. Take 1-2 Switch, a game I will never talk about again most likely, that can be played by the hard of sight due to relying on sound and haptic feedback for a lot of games. That is a huge deal!

But a lot of games don’t account for the fact that this is a thing. Sure, you can’t make a controller that works in every situation, but occasionally you get a Rhythm Heaven or 1-2 Switch for the hard of sight, you get a colour blind mode for someone like me, you develop ways to make games more accessible, some far simpler than others.

 

Ultimately, I’d like to see even the basic modes be implemented into future games, since while the tech pushes on and on and creates more impressive visuals, with each passing year people like myself are left further and further behind, and some have been left already. In the world of gaming, that is just upsetting to see. We are all gamers, and we should all be able to play.

 

As always if you enjoyed this article give it a share and leave your thoughts below, and I will see you next time! Until then, Happy Gaming!

Game Reveals, and Why Timing Is Everything!

We all know this frustration. A game is announced, no release date attached, and then you think: It’s years away. Why is this such a bad idea?

 

Well truthfully, announcing something before it is ready, or even before active development, is a terrible idea for consumers and for developers.

For the gamers, you have to understand there is a “Hype cycle” announce a game a few months too early and people will be clamouring to just see it be released already, the “We get it please shut up” approach. This actually happened with Super Mario Odyssey if you can believe it.

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On the flip side for gamers, announcing it soon or close to release isn’t such a bad idea. It may be for their wallets but you get a good period of time to promote the game and out the door. Something like Wolfenstein II or Mario + Rabbids springs to mind, with a few months between reveal and launch.

This goes down incredibly well. A focused, brief campaign, not too stretching on the budget, and it keeps the game in the cycle for the duration with well-timed releases. This benefits the developer as well. Gamers want it now, so getting it as fast as possible in concise ways is great.

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Then we have what happens when you announce a game too far in advance. We all know the success or horror stories of games being announced close to launch, either with great campaigns or people forgetting said game was even coming out (Evil Within 2 anyone?) but the other end of the scale is far, far worse.

 

Who remembers Final Fantasy XV? Who remembers what it originally was? Final Fantasy Versus XIII, a spin-off to Final Fantasy XIII. This game was announced all the way back in 2006, final lands in 2016. It took over 10 years to finally arrive, going through development hell (Though reports suggest by 2012 it was barely in development anyway) and changes in staff.

The problem is, I can’t fathom why Square Enix felt the need to announce a spin-off to a game that wouldn’t even come out for another 3 years. Final Fantasy XIII didn’t land until 2009, so the timing of this reveal makes no sense. When you don’t know the first game will be a hit or not, why try to build a universe around it?

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To compound issues, let’s jump to 2013, with Kingdom Hearts 3, now saddled with a 2018 (Sure) release date. We haven’t seen much of the game, but apparently it’s coming in 2018. But now gamers are frustrated and just want a date and to finally play the thing.

Jump ahead to 2015, where Sony announced that the Last Guardian was coming to PS4, a game announced in 2009 I might add, Shenmue 3 via crowdfunding (Yes really) which has had spotty development updates and no gameplay shown, yet is due next year apparently, and Final Fantasy 7 Remake, of which we have seen some gameplay, it fell off the radar, and reports of development restructuring came to light. It’s also episodic, so expect to finish the remake in 2030.

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All these games had the same problem. They showcased ideas. They didn’t sell us the game, they simply said it existed. Then radio silence, the gamers get nothing. Doing that, as shown with Final Fantasy XV, is incredibly damaging, as during development you don’t know how much it will change, if it will be cancelled, but having nothing to show instills no confidence in the consumer.

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But then there is the damage to the hype cycle. Take E3 2017 for Sony. It was a repeat of 2016, barring a sprinkling of new games, and this left people wondering, why was that stuff at E3 2016, when it could have been held over for this year, closer to release (We think), and some stuff from 2015 that still isn’t dated could be pushed into E3 2016. It creates a confusing message for the consumer, games appearing and disappearing at random with no clear timeline, just that they exist, and based on how things go you may or may not be shown new things next year. It’s damaging to the image of the games.

Plus, being honest and personal for a moment, announcing a game too early in development means if a snag does come up, and bam, one delay. This is very damaging to a hype cycle and while people say “It’ll be more time to make the game better”, sometimes you have to wonder if the perception of a delayed game would be different if we didn’t know how long it had been in development.

 

Will this impact sales? Probably not. Though FFXV has yet to hit budget apparently (Can’t think why), and the PlayStation titles will no doubt sell well, the gaming world is looking for faster, more rewarding turnarounds. As some developers know, letting it stew for too long builds some unrealistic expectations.

 

 

If you enjoyed this article then give it a like and a share, and I’ll see you all next time! Until then, Happy Gaming!

Physical Games Media: Time To Catch Up

Physical storage media for games that you buy from a brick and mortar store is under fire, mostly on Nintendo Switch due to downloading the remainder of big games that don’t fit, or cheaper developers skimping on costs, but this is the case on all systems.

 

So what spurred this? Well two things. One is Resident Evil Revelations Collection news a few days ago, where Capcom Europe announced that again, like usual, they won’t have a physical run of the game in the EU due to costs. These costs involve paying PEGI and other ratings boards, shipping, distribution, localisation, it’s a bit of a mess to be fair. But even in other regions (Except Japan allegedly), the two games come as such: 1 on a card (The smaller game I might add) and the 2nd game as a download code.

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This isn’t uncommon. The “Switch Tax” as it has become known is just a laundry list of third-party games that cost more on Nintendo Switch, attributed to cartridge costs. L.A. Noire, RiME, the list goes on. Is this entirely true? Not…really? Without official figures on costs we will likely never know, but one idea is that it is simply just price gauging a new market, which is normal. But the inclusion of goodies like OST keys and pins in physical editions shows developers and publishers (Indies, typically) want to sweeten the deal for physical buyers to offset that price.

The next issue with the game cards is actually publishers like Take Two, who have released LA Noire, NBA 2K18 and WWE 2K18 on the horizon. Each game is “Playable” without downloading the remainder, but there has been widespread panning of this move, instead with people preferring to pay a little premium and have the whole experience on a 32GB card, as opposed to what is right now, a 4GB or 8GB card, with the rest as a download.

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In the case of something like DOOM, this is handled quite well. The game fits all single player and DLC content on the card (16GB) and offers all the multiplayer as a download. This way you don’t miss any of the “Main event”. With Take Two though, it’s been revealed that the backlash against the Switch copy being only “Partly physical” should also be levelled at the other editions.

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On PS4 and Xbox One you use Blu-Ray discs, that hold up to 50GB of data. Most games fit on this, and L.A. Noire most certainly would. However, interestingly enough that game actually only has a small amount on the disc, the rest as a download. This is a mirror of what happens on Switch. Why? Simple: It’s cheaper. While full capacity Blu-Ray discs are cheaper than the 32GB cards on Switch, publishers, as noted by Take Two saying the following, want “Maximum Profits”:

“We’ve said that we aim to have recurrent consumer spending opportunities for every title that we put out at this company. It may not always be an online model, it probably won’t always be a virtual currency model, but there will be some ability to engage in an ongoing basis with our titles after release across the board,”

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The truth is the digital storefronts of Xbox Live and PlayStation Network offer something physical games don’t: More money per sale. The prices are often the same regardless, but one of them won’t factor in costs of production, shipping, retailer cuts and so on. On PS4 and Xbox One this model of Digital Only is being pushed heavily, as both systems, even if using discs, just install them to the hard drive anyway, making the disc just a form of DRM and to save you downloading all of a game, instead (In this case anyway) most of it.

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So what does this mean? Well your internal storage is being eaten up anyway, why not just go digital and be more convenient on yourself (Until the game gets pulled from the store…) and you can even get those Digital Gold Editions publishers like so much. In the end, more money for them. Take Two is the most brazen with this, as their games come piece meal regardless of format.

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But sticking with Xbox One for a moment, let’s loop back to the complaint you have to download most of these third-party Switch games to get the full and best experience (OR complete experience) even when you buy physically.

The Xbox One X recently launched, and with it comes the ability to use actual UHD (4K) assets, which I assume (I haven’t got one of the boxes, I’m not rich!) look amazing. The problem with these are the file sizes are enormous, with HALO 5 and Forza Motorsport 7 passing 90GB to 100GBs each! Final Fantasy XV on PC is 170GBs, so that won’t fit on ANY current disc.

The catch here is to fully utilise your new shiny console, to get the best experience you can, you will have to download a good 50GB of game, or more heaven forbid. Why? The games have to come on standard Blu-Ray because they ALSO need to work on the basic Xbox One and One S. So what does this mean? These huge games require downloads, because the storage medium can’t hold them.

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To confound this issue further, there IS a storage medium that COULD hold them. UHD Blu-ray. They go up to 100GBs. In fact, looking at how long regular Blu-Ray has been used for gaming (Since 2006 with the PS3), one would expect UHD Blu-Ray would be used by now, but an issue there would be cost. At which point no matter which option you take, you have the same issue as you do on Nintendo Switch: Games are too big for the medium flat-out, or the medium is too costly to use to store a full game. Sure it’s a little different, where the devices don’t even support UHD Blu-Ray (Well, the Xbox One S and X do for movies…) but the problem even then still persists when some games on the basic PS4 and Xbox One go over GB anyway!

 

The third-party publishers want a digital only future. Consumers are leaning to it from convenience. Console makers can’t keep up with the scope of games due to costs. A digital only future is most likely coming down the line. Physical media is already outdated on PS4 and Xbox One, skipped out on with all systems by publishers wanting to save costs, and too expensive on Switch and for UHD to hold the games being made in their entirety.

Let’s just hope they include bigger hard drives in the next ones right? 1TB in the Xbox One X…eesh.

 

As always if you enjoyed this give a like and share on social media, and I will see you next time! Happy Gaming!

Capcom May Be Short On Cash…

News today has confirmed my beliefs: Capcom is running low on money.

 

In a statement to NintendoLife, Capcom revealed that Resident Evil Revelations Collection will NOT be receiving a physical release in the EU.

Capcom has to take various factors into account when deciding what format to deliver our titles to our fans. These can include but are not limited to overall production costs, manufacturing times, distribution, and first party regulations. In the case of Resident Evil Revelations, we’ve found that unfortunately it’s not viable for Capcom Europe to create a physical version of the title on Nintendo Switch for our territories, however we will be making this available as a digital release.

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Honestly though, breaking this down it reveals there is no real reason for this.

 

Here in Europe, you can get physical releases of both Revelations titles, readily available on Amazon, for other systems. If it was truly a cost measure, then maybe I could buy it. Cartridges are expensive after all, but the Collection only has the smaller first title on cartridge. The second game is a download code. Capcom can’t even print a half-assed attempt at a physical collection here! By all logic…this would be cheaper than printing two separate discs for other systems, two unique SKUs, and having both rated separately by PEGI.

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In fact, the cost issue is potentially true: PEGI costs a lot of money for submission and rating of physical games. Plus, the cost of printing Nintendo Switch games is also fairly steep, but then again, only one of the games is even physical anyway.

Plus, indie titles are going physical left and right. With the size of Capcom you would think their EU division could be better funded, but here we are. The truth is coming to light.

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I’ve noted this before, but Capcom, with the exception of Resident Evil 7, has had a rough time. Street Fighter V is being re-released. Marvel Vs. Capcom Infinite was a footnote in their financials and they even dodged questions about it. Their remasters and collections seem to be dodging more accepting platforms for those games (As historically noted with sales) in favour of keeping costs down. The leaked budget (If it can be called that…) for MVC:Infinite is laughable, and shows how tight the ship has become.

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I have said it before in another article but Capcom, I swear now more than ever, this better pay off. Monster Hunter World is throwing away your existing Japanese fanbase, and Western fanbase, in the hope you reach a bigger audience despite appealing to what will most likely be a smaller Japanese audience by sheer install base. To do this, you are spending more money developing the game. It better pay off Capcom, I sincerely hope so, because if it doesn’t, the writing is clear.

Personally, I’m also sick of Capcom giving Europe the shaft AGAIN regarding physical releases, like the Megaman Legacy Collections, almost every Mega Man Collection actually, and many, many more games we either didn’t get, or got digital only because “Cost”.

 

Tomorrow, there will be a bigger article about physical distribution across all platforms, because no system is sage anymore.

But until then, leave some comments, share with your friends, and I’ll see you all next time! Happy Gaming!

Lootboxes: Are They Really Gambling?

Lootboxes are a hot and noisy topic across the internet and now, even with governments and main stream media. But are they gambling?

 

So this discussion has multiple view points and honestly each has merit. I fall on one particular side of this fence that’s a little unique, but that’s for the end.

So PEGI and the ESRB don’t count lootboxes as gambling, as according to them, there is no specific legislation against the practice, and unlike actual gambling, you are guaranteed a reward. This is actually entirely true. Even if you don’t want what you get, investment is returned.

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China is a little different, making Overwatch display odds of items, and classifying lootboxes as “Lottery tickets”. Here in the UK, lottery tickets are counted under gambling laws and age restrictions. So we already have overlap based on different countries.

Belgium is now investigating both Overwatch (The harbinger of the craze really) and Star Wars Battlefront 2, for child gambling. Namely, the idea of introducing monetary games of chance to minors. This I also agree with. The last thing you want is the seeds of gambling addiction from games.

This got so severe when the main stream media like BBC and CNN picked this up, that Disney called EA and soon after in app purchases were disabled, at least temporarily, in Star Wars Battlefront 2. Likely a way to save their brand image.

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Now my stance actually comes from PEGI themselves. It actually stems from Pokémon.

Pokémon no longer has Game Corners, due to gambling laws here in the EU (We didn’t have them from Pokémon Platinum onwards) and in the re-releases of earlier games on the 3DS eShop, they carry a 12+ rating, solely for gambling. The trading of virtual currency you pay no money for in exchange for the chance of profit is labelled clearly on the box as gambling to the extent later games remove the feature entirely, but when using real world money for the privilege and a slight change in that you are guaranteed rewards even if you don’t want them, it’s not gambling.

 

To me personally, this makes no sense. You can’t hold both to different standards, but then the argument comes to something like Trading Card Games. Booster Packs are effectively lootboxes. So are Kinder Eggs. So are many things. What makes lootboxes in games different? Nothing.

 

I feel as though the argument has become skewed. From one side there is the fight whether these constitute gambling or not, or an entry to such addictions, and on the other, the argument they have no place in a full price retail game.

Either way, precedents are about to be set.

 

 

If you enjoyed this brief discussion (I’ve been in the hospital!), share with your friends and comment away, and until next time, Happy Gaming!

 

Review: Sonic Forces

Title: Sonic Forces
Platform: PlayStation 4, Xbox One, PC, Nintendo Switch
Reviewed On: PlayStation 4
Developer: Sonic Team
Publisher: SEGA

Copy Provided By: Bought it with my own money!

 

 

Sonic Forces is an interesting game. On its own merits, you can see ideas that would work excellently if given time to develop, and gameplay that in the past has been spot on. It’s a winning idea really. So why does this game strike the average feeling so half heartedly?

So first, some positives. This game looks great. Vibrant, colourful, and runs smoothly. Audio wise, some of the tunes I could do without, namely for the “Classic” levels, but a lot are top-notch unique tracks, some with vocals that really suit a stage. Even the overuse of synth isn’t a detriment, as the music is composed around the instruments.

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Now if we are being honest, this is a game of three parts. Each has its merits and drawbacks but before any of that, let’s talk story.

Story wise, this game is a mess. There are ideas started, that are never finished. There are points that are brought up and then dropped. There are huge opportunities that are simply in the game as marketing tools. The returning 4 villains for instance are nothing more than cut-scene fodder, and any plot point with them is dropped as important while the story shifts to another thread. Chaos and Shadow aren’t even fought, instead being dealt with in cinematics, and Chaos…Chaos just is. This creature shows up for 2 scenes and vanishes. There was potential here, and it raises the question: How often did this game end up being rewritten?

The main plot, or rather the one that actually ends up being followed through, is nothing special. The tone of the story is fine, albeit sometimes taking itself a little too seriously. The main villain of the game “Infinite” is enjoyable, though the resolution to the whole plot is rather empty. Infinite just disappears after being bested, you get your final boss and…hooray we won. That’s another point against the story. Like a lot of this game, it feels unfinished.

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The game is broken up into 30 main stages, including boss fights, with numerous extra and secret stages unlocked via progression or collecting Red Star Rings. Red Star Rings are 5 per level and are fairly simple to get. Nothing more than an alternate pathway or a little tricky platforming to get. Collecting all 5 unlocks 5 numbered rings that you must collect in sequence. Doing that unlocks 5 silver rings that you must collect in a short time. This is true for every stage. Unfortunately, outside of Red Star Rings, you get nothing for doing this in-game.

Missions are also a thing, both daily and regular, and it amounts to no more than busy work, such as maxing out rank on each avatar species, stomping a certain number of enemies, clear each stage fast enough, use each weapon enough, so on so forth. You get nothing for this either.

So with all this fluff, all you get for beating missions is items for your avatar. There is a huge assortment of items to select from, so you will be spoilt for choice in the end, though seeing the game list your unlocks after every mission gets tiresome fast. The avatar creator itself is simple to use and the creativity possible, while not incredible by any stretch, is a fun novel experiment.

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The gameplay for the avatar is also novel. You take your character (With their own native secondary ability such as a double jump or pulling in items when near, species dependant) and run in a shifting 2D/3D space just like Modern Sonic. The grapple hook is used automatically most times, though some are down to the player, and the avatar can use it to homing attack enemies, albeit this is fairly slow.

The character also has Wispons. These are unlimited use weapons you equip before each stage. Drill for instance, lets you dash forward and destroy any enemies. Void swallows enemies and objects in a generous radius. Hover acts like a shotgun that can launch enemies into each other, also with generous range. These are pretty simple though novel ideas, albeit enemies don’t pose much of a threat anyway.

Additionally, Wisps can be used with their corresponding weapon. You can only use say, Red Burst, with the Burst Wispon, and so on. These are used mainly for navigation and are limited in use, such as air jumps, flight, creating platforms, and travelling through lines of rings.

The avatar system is a good idea, but could have been fleshed out more.

 

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Modern Sonic returns to the Boost gameplay of past games (Minus a Drift feature for some reason) and largely it works the same. Destroy enemies or White Wisp capsules to fill a boost gauge and go to town. There is also a double jump feature but it’s very limited in helping you given its minimal height.

These levels typically have the most thought put into them, as high-speed platforming can quickly transition to a race or grinding sequence thrill ride. Additional paths are strewn throughout the levels for those observant, though they are often brief.  The only downside is when boosting, the ability to turn is reduced exponentially, something a Drift feature would have alleviated. Expect to find yourself hugging the sides of paths a lot.

Both the Avatar and Modern Sonic however, share a similar issue regarding 2D and jumping. The distance you can travel in the air feels inconsistent, and during my time with the avatar I noted moments where he would gain maximum speed immediately after landing from a jump, resulting in death. It’s sloppy to be sure, with inconsistency being its biggest flaw. This remains true in the few tag team stages as well, where you control both Sonic and the Avatar, except the stages are designed to use either or.

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Finally, is Classic Sonic, a character I didn’t mention in the plot summary, as this chubby little fella has absolutely no reason to be here. To be frank, the game may be better without him.

So, during the obligatory “pinball” themed stage for the little guy, I felt forced momentum. This is where the game completely changes and locks your momentum, so you only ever travel a set distance after interacting with say, a bumper, or flipper. This made those sections, particularly awkward, but more so is how this applies to jumps.

Not only does Classic Sonic have the same momentum issue regarding speed and jumping distance as the other characters, his jump is cancelled out by hitting enemies or boxes. Bounce on an enemy, your momentum ends, and that gap just ahead of you wont be cleared, in fact you’ll fall right in. It feels very stiff and unnatural.

Similar, Classic Sonic feels heavy when running or jumping regardless, with acceleration only occurring when curled into a ball, and even then, it’s sluggish. The Drop Dash returns from Sonic Mania and does, thankfully, work exactly as expected. However, it also seems subject to the unusual weight of Classic Sonic, so don’t expect to fly up gentle slopes with it.

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Regarding level design, this game is again leaving an unfinished impression. Stages are exceptionally short for any character ranging from less than a minute to 2.5 at most. Classic Sonic has the worst with very flat, blocky, almost rudimentary stage layouts. Modern Sonic has it better, with brief alternate paths, but a lot of straight lines with enemies in the way simply to continue boosting ahead. That feels mindless. The avatar has many alternate paths for Wisps to take, but again, it’s short.

Where a level has great aesthetics (Egg Gate) or ends just as it seems to start (Aqua Road) it is undoubtedly frustrating. The levels being short means as you get into the rhythm of a stage, it ends. Some levels could have honestly been condensed into bigger stages, but for some reason they weren’t, possible with the aim of spreading the characters out.

Additionally, level aesthetics are once again borrowed. The returning Green Hill and Chemical Plant, while pretty, leave little to be desired, and the returning Death Egg, while nice, is also predictably dull (With the exception again of Egg Gate). The new aesthetics such as the City, Metropolis, Mystic Jungle and the final zone range from very well conceived to pretty generic. This variety is again compounded by how short the stages are, so no one lasts long enough to leave any impression.

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Finally, we come to boss battles. This is also a mixed bag, with once again, reuse of ideas from past games (Or even this game towards the end!). Not battling Chaos or Shadow leaves a lot to be desired, as the battle with Zavok, while interesting, occurs early in the game, and the battle with Metal Sonic, and the Egg Dragoon, are both reused later in the game for different bosses.

Additionally, the two initial battles with Infinite are fantastic. Unique with nice mechanics based around his powers keeps you on your toes as you endeavour to counter attack. More of this would have been greatly appreciated.

None is especially difficult, however. A lack of lives in the game removes any real threat, though some can provide challenge by making your avatar wield less advantageous weapons for their battles.

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Also of note is the free Episode Shadow DLC. While cool to control our favourite black hedgehog once again, he does play exactly like Modern Sonic after all, his levels (All 3 of them) amount to little more than remixed existing stages. A nice touch is the ability to play as Shadow in Modern Sonic’s stages, so for Shadow fans, this is a win.

Plot wise though, it gives a little back story on Infinite in the run up to the main game. It’s the most consistent part of the story, at least, but again, entirely skippable if you don’t care.

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Sonic Forces is by no means a bad game. It’s sadly also not going to blow your socks off. It’s an uninteresting, safe romp, with a mix-match story and ideas, held together by 3 gameplay styles, that with more time and depth added (Or just longer levels, who knows) could have been pretty good. Sadly, that isn’t the case as the game feels unfinished, as though content was cut, with moments where quite clearly something has been removed.

Overall, if you are a Sonic fan, sure, pick it up. If you are looking for a 3D platformer, you could do worse, but you can also do better. Sonic Forces is ultimately a forgettable experience.

 

 

As always if you enjoyed this review give it a share, let me know what you think of the game, and I’ll see you all next time! Happy Gaming!

EA, Listen, Gamers Aren’t Thick!

The gift that keeps on giving aren’t they?

 

Update: As Noted by Andrew Reiner on Twitter, there’s some hallmarks of mobile free to start games here too:

https://twitter.com/Andrew_Reiner/status/930209923505557504

Update 2: EA removed in-app purchases temporarily after backlash from Disney, said they would return later, and most recently had the same criticisms levelled at Need for Speed: Payback and a new UFC title. To compound this, after saying “They didn’t want to offer cosmetics because it violates Star Wars canon” for Battlefront 2, they were reminded not only did they do that for the first game in 2015, but Battlefront 2 has cosmetics in the game data!

Plus, violates canon? We have a game, this very game in fact, where Yoda can battle Kylo Ren on a planet that has been blown up.

So brace yourselves, Reddit has a new record for most down-voted post ever. It’s EA’s Official PR guys too, on the Battlefront sub-Reddit. Oh boy!

The intent is to provide players with a sense of pride and accomplishment for unlocking different heroes.
As for cost, we selected initial values based upon data from the Open Beta and other adjustments made to milestone rewards before launch. Among other things, we’re looking at average per-player credit earn rates on a daily basis, and we’ll be making constant adjustments to ensure that players have challenges that are compelling, rewarding, and of course attainable via gameplay.
We appreciate the candid feedback, and the passion the community has put forth around the current topics here on Reddit, our forums and across numerous social media outlets.
Our team will continue to make changes and monitor community feedback and update everyone as soon and as often as we can.

Link

EA said that!

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So for those not in the know, Star Wars Battlefront 2 (The second one with that name, yes it’s confusing) has loot boxes and in–app purchases which in a $60 game as we have already discussed is a bit much. Now, people did some number crunching, showing that for a character like Darth Vader, you need to play for 40 hours, or cough up.

Now, EA has revised this down by 75% so the total number of “Points” is far less. This is good. Granted…it’s not for us. It’s for the shareholders.

You know, without a shred of doubt, a shareholder sat and saw that backlash, and felt his vault empty. Sure, it’s 490,000 people (It’s insane and climbing) but to an investor, that’s 490k $60 sales that just said “I might not buy it”. And then add in the lost revenue from in=-app purchases? Yeah.

Now there is no guarantee this will happen, because after all, who can say how many people just hopped on the train. But to a shareholder, there is no greater fear than the potential of lost revenue.

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What’s more, that potential lost revenue is likely too great for them to sit back and worry. It’s now more valuable for them to cut the amount of micro transactions they’d have to sell, to instead maintain those $60 purchases. Just on the chance they lose sales.

Truthfully speaking, I expect the developers don’t even want this. They just want a game that’s good. But the money talks, and in this instance you can put some Monopoly bucks down on some tight-fisted gents breaking their fine china as their hands tense.

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What bothers me about EA’s statement though, ignoring the background economics of the matter, is that “A sense of accomplishment” isn’t going to be earned from 40 hours of grinding, while people pay up around you and beat you down online.

Frankly, this model, or at least these extremes, are parting the player base like Moses parted the Red Sea: A huge gulf with no bridge unless you build it yourself , or pay the piper. On one side, people who pay, and the other those who don’t.

This ultimately was “Dictated by the Open Beta” but if EA paid attention, the feedback to that was of trepidation and concern around potential pay 2 win shenanigans. With the track record of a company like EA, well deserved, and now, proven.

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What concerns me most is the phrase “Constant adjustments”. I don’t now what that implies…but it would seem like as they say, an effort to keep things attainable with engaging challenges. Now that to me, sounds like discounts of purchases, or rather, how many point you need.

Honestly, discounting the points needed for some time seems like a way to push purchases just a little more. Sell a lesser purchase to more people, making it attractive. This doesn’t sit well with me. That feels legitimately predatory, not to mention the upcoming (Announced before launch) discount to coincide with the upcoming Star Wars Episode 8.

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Ultimately, I have mixed feelings. On one hand, great, EA listened. On the other, I know it is only self-serving in the end, and their statement has the potential to open a whole other bag of worms. Honestly, this entire game is surrounded with negativity and questionable motives.

But at the end of the day, it’s got Star Wars on the box, and when discounted in the hype of a movie, what will the average Joe go and buy? This game.

The tactic is going to work in the end, this is just a move to soften a blow to shareholders and keep gamers on board. The money from the average consumer will be huge regardless, but nothing sells certainty to money-makers than a show of faith, especially when the cash has legs and vows to run away.

 

 

I had a little too much fun writing this one up. If you have some thoughts why not share or comment on social media with your friends, and I’ll see you next time! Happy Gaming!

BTG Update: Our Review Policy

So this is going to be an update while we finish Sonic Forces because yes, we still aren’t done: Thank the delays to the DLC distribution for EU players with physical copies on PS4 (I’m not joking).

 

Anyway, the first thing you’ll notice (Because no one reads the actual text, just scrolls down) is that we don’t give scores here. No matter the scale, there are too many games, and it doesn’t feel appropriate assigning numbers to qualitative views on a product. There would have to be constant rescoring as more games are added to prevent inconsistency over time. Plus, that 4 point scale has really killed the full range of numbers anyway!

 

Secondly, comparisons. Remember the joke “The Dark Souls of X”? Yeah, we wont do that. We review the thing you put money down for, including any free DLC (This is why Sonic Forces is taking so long). If there is a contemporary or game in the same franchise does something better, it’ll be a footnote at most: A direct comparison like that tells you, the reader, more about the other game than the thing actually being reviewed. If there is enough demand then we can include comparisons.

 

Third, we review games that have been 100% completed. This allows us to give a verdict on the entire experience, and the review will endeavour to cover every aspect of the game, including collectibles, barring spoilers for newer games. This gives us the full range of content to cover, and a complete look at the entire experience. This does mean some reviews will take a bit longer than other places, but in the name of being thorough, it’s what we prefer.

 

Finally, we wont consider marketing or hype, or promises, or expectations, when reviewing a game. That’s not part of the product you pay for. Fr our coverage of the hype behind a game, expectations on them, marketing etc., that is where our Behind The Game articles come in.

 

With that said, sorry that Sonic Forces is taking forever, it won’t be more than a few days now. Thanks for reading, give this a share, leave your thoughts below, and Happy Gaming!